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Patch Notes Page 22

  • Fixed Hotkeys HUD prompt rendering again.
  • The in-game Hotkeys prompt cells are now drawn by the engine after the Rml HUD pass instead of relying on Rml font rendering.
  • Hotkeys prompt boxes should now show visible PromptFont-backed key icons instead of blank cells.
  • Fixed blank Hotkeys HUD prompt cells.
  • The in-game Hotkeys panel now uses PromptFont CSS prompt classes for its key cells instead of relying on direct high-codepoint text rendering in RmlUi.
  • Hotkeys key cells should now render the intended keyboard/controller prompt icon instead of appearing empty.
  • Fixed Rml HUD prompt glyph rendering.
  • The in-game Hotkeys panel now updates its key cells from the active binding glyph resolver instead of leaving hardcoded letter labels in the Rml document.
  • Keyboard and controller sessions now use the new PromptFont-backed prompt cells in the Hotkeys HUD instead of plain I/J/C/N/P/B/L text.
  • Fixed PromptFont prompt presentation.
  • Nearby Shrine, Trader, and other interaction prompts no longer draw the old painted badge background behind the prompt glyph.
  • In-world interaction hints now render the prompt glyph inline so the new PromptFont art is visible without the legacy backplate.
  • Fixed Hotkeys HUD prompt display.
  • The in-game Hotkeys panel now renders PromptFont glyphs directly instead of wrapping them in the old key box treatment.
  • Hotkeys rows now resolve against the active input device first, so controller-active sessions stop showing keyboard-only prompts for actions that are not actually bound on the current device.
  • Added active input prompt glyph switching.
  • Gameplay interaction hints and major in-run overlay close prompts now swap between keyboard, Xbox, PlayStation, and Switch prompt sheets based on the active input device.
  • Runtime prompt art now loads from assets/GUI/gdb-keyboard-2.png, assets/GUI/gdb-xbox-2.png, assets/GUI/gdb-playstation-2.png, and assets/GUI/gdb-switch-2.png.
  • In-game prompt badges and the Hotkeys HUD now render through the new assets/GUI/promptfont/promptfont.ttf PromptFont glyph set instead of the old prompt-sheet badge path.
  • Fixed overlay mouse-wheel leakage.
  • Scrolling hover-claimed UI such as the Crafting window no longer also zooms the gameplay camera.
  • Polished Thundertwig presentation.
  • Its world loot beam now cycles through the same rainbow color sweep used by the item frame and name.
  • Added the Thundertwig Artifact weapon.
  • Thundertwig can now drop as a top-end magical main-hand with Unique-tier rarity odds and its authored standalone icon.
  • Its item presentation now cycles through a rainbow spectrum on the item name and border instead of using a static rarity tint.
  • Added a new slot-5 Artifact spell while Thundertwig is equipped.
  • Equipping Thundertwig in the main hand adds a short-cooldown Lightning Bolt that reuses Jade’s lightning spell behavior and icon.
  • The HUD ability tray expands to fit the extra slot, and the lives panel shifts with it automatically.
  • Fixed trader and pub potion icons.
  • Trax and Jules now show authored Potions.png assets for their legacy potion stock, including Haste Potion and Large Health Potion.
  • Legacy saved consumables without explicit icon metadata now fall back to the potion atlas instead of rendering blank item tiles.
  • Fixed Character stat panel attribute visibility.
  • Strength, Dexterity, Intelligence, Endurance, and Luck now appear at the top of the Inventory Stats panel for both Wardens and mercenaries.
  • Fixed Dragon portal recovery and collision.
  • Dragon unstuck teleports now cancel the scripted gate-emerge movement instead of sending the boss back toward the portal.
  • Dragon bosses now ignore Dragon gate collision during NPC solid resolution so the encounter portal no longer traps them in place.